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Where you see one title, there are thousands of rats sneakily working in your back you don't.

2nd Edition, version 2023 – They shall rise and dominate while you sleep!

How to Use this Document 2


Paths of Magic 2
Alchemy 5
Cosmology 6
Divination 7
Druidism 8
Evocation 9
Occultism 10
Pyromancy 11
Shamanism 12
Thaumaturgy 13
Witchcraft 14
Special Items 15
Weapon Enchantments 16
Armour Enchantments 16
Banner Enchantments 17
Artefacts 18

The 9th Age: Fantasy Battles is a community-made miniatures wargame. All rules in this book are
considered part of the Core Rules of T9A and should be available for use in any game. All rules and
feedback can be found and given at: the-ninth-age.com.
Copyright Creative Commons license: the-ninth-age.com/license.html. Edited with LATEX.
How to Use this Document 2 – Spell Name
Use the spell name to state which spell you intend to
This document describes the different Paths of Magic cast.
and Special Items available for The 9th Age: Fantasy
Battles and as such is to be used in conjunction with
the main Rulebook. For convenience, we repeated the 3 – Casting Value
main rules related to spells and Special Items from the The Casting Value is the minimum value you need to
Rulebook in the corresponding sections below, along reach to succeed a Casting Attempt. Spells may have dif-
with the information needed to read the Paths. ferent Casting Values available (see “Boosted Spells”).

Paths of Magic 4 – Type


The spell type describes how the spell’s targets have to
Spells are cast during the Magic Phase. Most spells be chosen.
belong to a specific Path of Magic.
5 – Duration
Spell Properties
The duration of a spell determines how long the effects
All spells are defined by the following 6 properties (see of the spell are applied.
the figure below):
6 – Effect
1 – Spell Classification
The effect of a spell defines what happens to the target
Spells are classified into the different categories of the spell when the spell is successfully cast. Spell
Learned Spells, Attribute Spells, and Hereditary Spells effects are never affected by any effects affecting the
by letters or numbers. Caster, including Special Items, Model Rules, other spell
effects, or similar abilities, unless specifically stated
otherwise.

1 – Spell Classification 4 – Type 6 – Effect

Casting Value Range Type Duration Effect

1 Water Jet
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, and Magical Attacks.
Missile

2 – Spell Name 3 – Casting Value 5 – Duration

Spell Properties as presented in this document.

Boosted Spells Spell Classification


Some spells have two Casting Values, with the greater All spells are part of one or more of the following cate-
Casting Value being referred to as the Boosted version gories:
of the spell. Boosted versions may have their type
(range, target restrictions) modified, and/or the effects Learned Spells
of the spell changed. Declare if you are trying to cast
the Boosted version before rolling any dice. If no decla- All spells labelled with a number are Learned Spells,
ration is made, the basic version for the chosen target which are the main spells of a Path. They are usually
is assumed to be used. numbered from 1 to 6, which is relevant for the Spell
Selection rules.
The differences between the spell versions are signi-
fied by using the following colour coding: <non-Boosted Each player may only attempt to cast each Learned
version>, {Boosted version}, and, in some rare cases, Spell once per Magic Phase, even if it is known by differ-
<<amplified version>>. ent Wizards (unless the spell is Replicable, see below).

Contents PoM 2 Special Items


Hereditary Spells be a single unit. If a spell has more than one type, apply
all the restrictions of each type.
Most Army Books contain a Hereditary Spell, which
is labelled “H” instead of a number. Hereditary Spells For example, if a spell has the types Direct, Hex, and
follow all the rules for Learned Spells. Range 12″, the target must be in the Caster’s Front Arc,
be an enemy unit, and be within 12″ of the Caster.
Attribute Spells
Augment
Attribute Spells are labelled “A”. All Wizards that know
at least one spell from a Path of Magic automatically The spell may only target friendly units (or friendly
know the Attribute Spell from that Path if there is any. models inside units if Focused).
Path Attribute Spells are special spells that cannot be
cast independently. Instead, the Caster may cast the Aura
Attribute Spell automatically each time it successfully This spell has an area of effect. Its effects are applied
casts a non-Attribute Spell from the corresponding to all possible targets, according to the rest of the spell
Path. This means that an Attribute Spell can be cast types, within X″ of the Caster. For example, a spell with
more than once by the same Caster, and also by dif- Augment, Aura, and Range 12″ targets all friendly units
ferent Casters during a Magic Phase. Attribute Spells within 12″ of the Caster.
cannot be dispelled.
Caster
Replicable Spells
The spell targets only the model casting the spell (un-
Some Learned Spells are Replicable Spells and are la- less Focused, all model parts are affected).
belled “rep”. The player may attempt to cast Replicable
Spells multiple times in the same Magic Phase, but each
Caster’s Unit
Wizard may only make a single attempt.
The spell targets only the Caster’s unit.
Bound Spells
Damage
Some spells are classified as Bound Spells, which follow
different rules than the above (see the main Rulebook). The spell may only target units and/or models not cur-
rently Engaged in Combat.
Spell Selection
Direct
The player who chose their Deployment Zone must
select spells for their Wizards first. Afterwards, their The spell may only target units and/or models in the
opponent selects spells for their Wizards. All Magic Caster’s Front Arc.
Paths can be found below. Hereditary Spells can be
found in the corresponding Army Books. Focused
• Wizard Apprentices know 1 spell selected be- The spell may only target single models (including a
tween 1 and H. Character inside a unit). If the target is a Multipart
• Wizard Adepts know 2 different spells selected Model (such as a chariot with riders and pulling beasts,
from 1, 2, 3, 4, and H. or a knight and its mount), only one model part may be
targeted.
• Wizard Masters know 4 different spells se-
lected from 1, 2, 3, 4, 5, 6, and H.
Ground
• Wizard Conclave: the Champion of a unit with
Wizard Conclave is a Wizard Adept and gains The spell doesn’t target units or models. Instead, the
+1 Health Point in addition to the normal Attack target is a point on the Battlefield.
Value increase associated with being a Champion.
This Champion may select up to two spells from Hex
predetermined spells given in the unit entry. This
The spell may only target enemy units (or enemy mod-
overrides the Spell Selection rules for Wizard
els inside units if Focused).
Adepts.

Missile
Spell Types
The spell may only target units and/or models within
The spell type describes which targets can be chosen the Caster’s Line of Sight. It cannot be cast if the Caster
for the spell. Unless specifically stated otherwise, a (or its unit) is Engaged in Combat.
spell may only have a single target and the target must

Contents PoM 3 Special Items


Range X″
The spell has a maximum casting range. Only targets
within X″ can be chosen. This casting range is always
indicated in the corresponding column in the spell’s
profile. Note that any effects that alter a spell’s range
do not affect any other distance specifications that may
be part of the spell’s effect.

Universal
The spell may target both friendly and enemy units (or
models inside units if Focused).

Spell Duration
The spell duration specifies how long the effects of the
spell are applied. A spell duration can either be Instant,
One Turn, or Permanent as described below. Spell du-
ration is not affected by the Caster being removed as a
casualty or leaving the Battlefield, unless specifically
stated otherwise.

Instant
The effect of the spell has no lasting duration: effects
are applied when the spell is cast. Afterwards the spell
ends automatically.

One Turn
The effect of the spell lasts until the start of the Caster’s
next Magic Phase. If an affected unit is divided into
several units (the most common example being a Char-
acter leaving its unit), each of the units formed this
way keeps being affected by the spell effects. Charac-
ters that join a unit affected by One Turn spells are not
affected by these spells, and likewise, units joined by
Characters affected by One Turn spells are not affected
either.

Permanent
The effect of the spell lasts until the end of the game or
until a designated ending condition (as detailed in the
spell effect) is met. The spell can only be removed by
the method described in the spell. If an affected unit is
divided into several units, follow the same restrictions
as for One Turn spells.

Contents PoM 4 Special Items


Alchemy
Casting Value Range Type Duration Effect

A Alchemical Fire The target gains Flammable (against Melee Attacks).


18″ Hex One Turn

The target suffers D3+1 hits with Flaming Attacks, Mag-


1 Quicksilver Lash ical Attacks, and Armour Penetration 10. These hits al-
Damage ways wound on a roll equal to or greater than “7 minus
7+ 24″ Hex Instant the Armour of the model that the hit is distributed onto”.
Missile A natural ‘6’ always wounds and a natural ‘1’ always fails
to wound.
2 Word of Iron
<5+> <24″> The target gains <+1> {+2} Armour.
Augment One Turn
{10+} {18″}

3 Glory of Gold The target gains +1 Armour Penetration, Flaming Attacks,


8+ 18″ Augment One Turn and Magical Attacks.

4 Silver Spike
The target suffers 1 hit with Strength 4 [6], Armour Pene-
Damage
<6+> <18″> tration 10, Magical Attacks, [Multiple Wounds (D3)], and
Hex Instant
{8+} {36″} Area Attack (1×5).
Missile

5 Corruption of Tin The target suffers −1 Armour.


8+ 36″ Hex Permanent

6 Molten Copper The target suffers D3+4 hits with Strength X, Armour Pene-
Damage tration 4, Flaming Attacks, and Magical Attacks, where X is
7+ 24″ Hex Instant equal to the Armour of the model that the hit is distributed
Missile onto.

Contents PoM 5 Special Items


Cosmos Cosmology Chaos

Duality: All Cosmology spells are divided into two versions, representing opposing aspects: Cosmos and Chaos.
When casting Cosmology spells, always declare which version of the spell you are using. Whenever the Caster
successfully casts a non-Bound Cosmology spell, the next Cosmology spell it attempts to cast has its Casting Value
reduced by 1, provided this spell is a Cosmology spell of the opposing aspect.

Type Duration Casting Value Range

1 Altered Sight 5+ 24″


Augment The target gains +2 Offensive Skill and has its weapons’ Aim improved by 1.
One Turn
The target suffers −2 Offensive Skill and has its weapons’ Aim worsened by
Hex
1.

2 Truth of Time 6+ 24″


Augment The target gains +2” Advance Rate and +2 Agility.

One Turn The target suffers -2” Advance Rate, to a minimum of 3”, and -2 Agility, to a
Hex
minimum of 1.

3 Ice and Fire 8+ 24″


The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and
Magical Attacks. Successful Special Saves against wounds caused by this
Damage spell must be rerolled.
Hex Instant
Missile The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and
Magical Attacks. Successful Armour Saves against wounds caused by this
spell must be rerolled.

4 Perception of Strength 8+ 24″


Augment The target gains +1 Strength and +1 Armour Penetration.
One Turn
Hex The target suffers −1 Strength and −1 Armour Penetration.

5 Unity in Divergence 9+ 24″


Augment One Turn All models in the target unit gain Aegis (5+).
Damage
The target suffers 1 hit with Area Attack (6×6), Strength 3, Armour Penetra-
Direct Instant
tion 0, and Magical Attacks.
Hex

6 Touch the Heart 7+ 24″


Augment
The target Recovers 1 Health Point.
Focused
Damage Instant
Focused The target suffers 1 hit that wounds automatically with Armour Penetra-
Hex tion 10 and Magical Attacks.
Missile

Contents PoM 6 Special Items


Divination
The Conclave: Spells from Divination gain +3″ range for each additional friendly Wizard within 12″ of the Caster.
This bonus can never increase the combined modifier beyond +9″, however other sources may.
Casting Value Range Type Duration Effect

Units with all models affected by the spell gain Minimised


A Guiding Light (Discipline Tests). A unit cannot be affected by this spell
12″ Augment One Turn
more than once per Magic Phase.

1 Know Thine Enemy The target gains +2 Offensive Skill, +2 Defensive Skill, and
<7+> <18″>
Augment One Turn +2 Agility.
{12+} {6″ Aura}

2 Fate’s Judgement The target suffers <D3> {D6} hits that wound automati-
Damage cally with Armour Penetration 0 and Magical Attacks, with
<5+>
18″ Hex Instant no Special Saves allowed (note that Armour Saves are al-
{9+}
Missile lowed).

3 Scrying
<7+> <18″> The target gains Distracting and Hard Target (1).
Augment One Turn
{12+} {6″ Aura}

4 The Stars Align The target gains Divine Attacks. In addition, it must reroll
<8+> <18″> failed to-hit rolls with Close Combat <and Shooting> At-
Augment One Turn
{12+} {6″ Aura} tacks.

5 Unerring Strike
The target suffers 2D6 {with Maximised Roll} hits that
Damage
<9+> wound on 4+ with Armour Penetration 1, Divine Attacks,
18″ Hex Instant
{12+} and Magical Attacks.
Missile

6 Mirror of the Veil The target gains Magic Resistance (3) that is also applied
<7+> <18″> to friendly spells.
Universal One Turn
{10+} {6″ Aura}

Contents PoM 7 Special Items


Druidism
Ley Lines: Instead of measuring the range of Druidism spells from the Caster as normal, it can be measured from
any Forest, Water, or Hill Terrain Feature on the Battlefield. If so, the range is set to 6″. In addition, if the target is in
contact with one or more Terrain Features that are Forest, Water, or Hill Terrain Features, the spell’s Casting Value is
reduced by 1.
Casting Value Range Type Duration Effect

When resolving the spell, choose one of the following ef-


fects:
• Recover 1 Health Point of a Character in the target
1 Fountain of Youth unit.
5+ 12″ Augment Instant
• Raise 4 Health Points of Standard Height R&F models
without Tall in the unit.
• Raise 2 Health Points of any other models in the unit.

2 Entwining Roots The target suffers <−1> {−2} Offensive Skill, <−1> {−2}
<5+>
18″ Hex One Turn Defensive Skill, and <−1> {−2} to hit with Shooting Attacks.
{8+}

3 Healing Waters The target gains Fortitude (6+) and Fortitude (+1, max 3+).
8+ 18″ Augment One Turn

4 Master of Earth The target suffers 2D6 hits with Strength 4, Armour Pene-
<7+> <6″> Damage
Instant tration 1, and Magical Attacks.
{8+} {18″} Hex

5 Stone Skin Natural to-wound rolls of ‘1’, ‘2’, ‘3’, and ‘4’ with Melee
9+ 18″ Augment One Turn Attacks against the target are always considered failed.

When resoving the spell, choose one of the following effects


for each friendly unit within 3” of the target point:
• Recover 1 Health Point of a Character in the target
6 Summer Growth unit.
11+ 12″ Ground Instant
• Raise 4 Health Points of Standard Height R&F models
without Tall in the unit.
• Raise 2 Health Points of any other models in the unit.

Contents PoM 8 Special Items


Evocation
Casting Value Range Type Duration Effect

If your Veil Token pool contains less than 3 Veil Tokens,


A Evocation of Souls you gain one Veil Token. No more than 1 Veil Token can be
Instant
gained from this spell each phase.

1 Ancestral Aid
The target must reroll failed to-hit rolls with its Close Com-
<6+> <12″>
Augment One Turn bat Attacks.
{7+} {18″}

The target suffers −1 Resilience. In addition, a unit with at


2 Whispers of the Veil least one model affected by one or more instances of the
8+ 24″ Hex One Turn
spell suffers −1 Discipline.

3 Hasten the Hour Choose <1> {up to 3 different} models in the target unit
Damage (which may be Characters or Champions). Each of them
<7+> <24″>
Direct Instant suffers 1 hit that wounds automatically with Armour Pen-
{10+} {18″}
Hex etration 10 and Magical Attacks.

4 Spectral Blades The target must reroll failed to-wound rolls with its Melee
<6+> Attacks {and gains Lethal Strike}.
18″ Augment One Turn
{9+}

5 Touch of the Reaper


Damage The target suffers D3 hits with Strength 10, Armour Pen-
Direct etration 10, and Magical Attacks. When rolling to wound
<7+> <24″>
Hex Instant with this attack, use the Discipline of the model that the
{9+} {18″}
{Focused hit is distributed onto instead of its Resilience.
Missile}

6 Danse Macabre
The target may perform a <12″> {6″} Magical Move and
<6+> <18″>
Augment Instant gains Ghost Step during this move.
{9+} {9″ Aura}

Contents PoM 9 Special Items


Occultism
The Sacrifice: When casting a non-Bound Spell from this Path, immediately after the casting roll, but before any
Dispelling Attempt, the Active Player may choose a friendly unengaged unit within 24″ or the Caster’s unit. A unit
may only be chosen once per phase. The chosen unit suffers X hits that wound automatically with Magical Attacks
and with no saves of any kind allowed, where X is determined by the Discipline value of the largest fraction of models
in the unit, ignoring all Discipline modifiers. In case of a tie, use the lower value:
• 0 to 4: 3 hits
• 5 to 7: 2 hits
• 8 to 10: 1 hit
Any Health Point loss from The Sacrifice that would remove the last model of the chosen unit as a casualty is discarded.
These Health Point losses never cause Panic Tests.
If at least one Health Point loss was caused, the spell is cast with the <<amplified>> version. In that case, use any text
marked with << >>.
Casting Value Range Type Duration Effect

The target gains Breath Attack (Magical Attacks, Toxic At-


tacks).
1 Breath of Corruption {This spell may only target Characters, Champions,
<6+> <Caster> Focused and single model units.}
One Turn
{9+} {12″} {Augment} <<If the Breath Attack is used as a Shooting Attack, its
range is increased to 18″.>>
The target <<, all models in its unit when the spell is
2 Hand of Glory cast, and Raised models in the unit>> gain Aegis (6+)
<6+> <Caster> {Augment and Aegis (+1, max 3+).
One Turn {This spell may only target Characters, Champions,
{8+} {12″} Focused}
and single model units.}

The target suffers −1 Offensive Skill and −1 Defensive Skill.


3 The Rot Within <<The Caster gains +1 Offensive Skill and +1 Defensive
6+ 24″ Hex Permanent Skill.>>
The target suffers D6 hits with Strength 4, Armour Pene-
4 Pentagram of Pain tration 1, and Magical Attacks.
<5+> <24″> <Hex> {The Caster’s unit is unaffected.}
Instant <<If one or more unsaved wounds are caused with this
{6+} {12″ Aura} {Universal}
spell, the Caster Recovers 1 Health Point.>>
The target suffers 1 hit with Strength 10, Armour Penetra-
5 Marked for Doom tion 10, Magical Attacks, and Multiple Wounds (D3).
Damage <<If the target is within 12″ of the Caster, choose a single
9+ 24″ Direct Instant Character or Champion joined to the target unit. That
Hex model suffers the hit.>>

6 The Grave Calls The target suffers 2D6 hits with Strength 5, Armour Pene-
Damage tration 2, and Magical Attacks. <<If the target is within 12”
11+ 18″ Direct Instant of the Caster, the hits gain +1 Strength and +1 Armour
Hex Penetration.>>

Contents PoM 10 Special Items


Pyromancy
Casting Value Range Type Duration Effect

A Blaze
Damage The target suffers 1 hit with Strength 5, Armour Penetra-
24″ Hex Instant tion 2, Flaming Attacks, and Magical Attacks.
Missile

1 Fireball
rep
The target suffers D6 hits with Strength 4, Armour Pene-
Damage
tration 0, Flaming Attacks, and Magical Attacks
4+ 36″ Hex Instant
Missile

2 Cloak of Cinders
Melee {and Ranged} Attacks against the target suffer −1
<7+>
18″ Augment One Turn to wound.
{9+}

3 Flaming Swords The target gains Flaming Attacks and Magical Attacks. In
<8+> <18″> addition, the target’s Melee and Shooting Attacks gain a +1
Augment One Turn
{11+} {6″ Aura} to-wound modifier.

4 Pyroclastic Flow
Damage The target suffers <2D6> {3D6} hits with Strength 4, Ar-
<7+> <24″>
Hex Instant mour Penetration 0, Flaming Attacks, and Magical Attacks.
{10+} {12″}
Missile

5 Scorching Salvo The target suffers D3+1 hits with Strength 4, Armour Pen-
Damage
8+ 24″ Aura Instant etration 0, Flaming Attacks, and Magical Attacks.
Hex

6 Enveloping Embers
The target suffers 1 hit with Area Attack (6×6), Strength
Damage
3, Armour Penetration 0, Flaming Attacks, and Magical
9+ 24″ Direct Instant
Attacks.
Hex

Contents PoM 11 Special Items


Shamanism
Casting Value Range Type Duration Effect

A Scarification Natural to-wound rolls of ‘1’, ‘2’, ‘3’, and ‘4’ with Melee
Caster One Turn Attacks against the target are always considered failed.

1 Awaken the Beast The target gains <+1 Strength and +1 Armour Penetration>
<6+> {+1 Resilience}.
18″ Augment One Turn
{7+}

Immediately after successfully casting this spell, the target


2 Swarm of Insects suffers 5D6 hits with Strength 1, Armour Penetration 0,
and Magical Attacks. If one or more unsaved wounds are
Damage
<5+> <24″> caused, the target suffers −1 to hit with its Shooting Attacks.
Hex Permanent
{8+} {48″} This spell immediately ends when the target performs an
Missile
Advance, March, Charge, Failed Charge, Pursuit, or Overrun
Move.
3 Savage Fury
<5+> <12″> The target gains Battle Focus, Fearless, and Frenzy.
Universal One Turn
{8+} {24″}

All units within <6″> {12″} of the target when the spell
4 Chilling Howl is cast suffer a −1 to-wound modifier on their <Shooting>
<6+>
36″ Hex One Turn {Ranged} Attacks {including effects of spells cast while
{10+}
affected by Chilling Howl}.

5 Totemic Summon Summon a Totemic Beast (profile below). It must be placed


<9+> within <1″> {10″} of the Board Edge.
96″ Ground Instant
{12+}

6 Break the Spirit The target suffers a −1 to-hit modifier and treats all Terrain
<9+> <18″>
Hex One Turn (including Open Terrain) as Dangerous Terrain (2).
{11+} {36″}

Height Large
Totemic Beast Type Beast
single model Base 40×40 mm
Global Adv Mar Dis Model Rules

3D6″ 7 Fearless, Random Movement (3D6″)


Defensive HP Def Res Arm

3 3 5 0
Offensive Att Off Str AP Agi

Totemic Beast 4 3 5 2 3

Contents PoM 12 Special Items


Thaumaturgy
Judgement on High: When casting non-Bound Spells from this Path, all Magic Dice that result in ‘1’ must be rerolled.
Dice causing a Miscast cannot be rerolled. If a Caster Miscasts when casting a spell from this Path, add a +1 Miscast
Modifier.
Casting Value Range Type Duration Effect

1 Hand of Heaven The target suffers <D6> {D6+1} hits with Strength <D6>
Damage {D6+1}, Armour Penetration <2> {3}, and Magical Attacks.
<5+>
24″ Hex Instant Roll once for the number of hits and once for the Strength
{8+}
Missile and apply the rolled Strength value to all hits.

<Immediately after successfully casting this spell, roll a


2 Smite the Unbeliever D6.> {Choose which effect to apply when casting the
spell.}
<6+>
24″ Hex One Turn • <If 1–3 is rolled,> the target suffers −1 Resilience.
{9+}
• <If 4–6 is rolled,> the target suffers −1 Strength and
−1 Armour Penetration.
The target must take a Discipline Test:
3 Speaking in Tongues • If the test is passed, the target gains Fearless.
5+ 24″ Hex One Turn
• If the test is failed, the target becomes Shaken.
The target gains Breath Attack (Strength D3+2, Armour
Penetration 1, Magical Attacks).
4 Cleansing Fire (Roll the D3 immediately after successfully casting this
<5+> <Caster> Focused spell.)
One Turn
{8+} {18″} {Augment} {This spell may only target Characters, Champions,
and single model units.}

Place a counter on the target point.


At the end of each subsequent Magic Phase roll a D6:
• If 1–3 is rolled, nothing happens .
• If 4–6 is rolled, each unit within 2D6″ suffers 2D6 hits
5 Wrath of God with Strength 5, Armour Penetration 2, and Magical
12+ 96″ Ground Permanent Attacks.
If a unit fails a Panic Test forced by the spell, it Flees directly
away from the marked point (for all other rules, the Caster
is considered to be the attacker).
The spell then ends.

6 Trial of Faith The Caster rolls D3+1 and the target rolls D3.
Damage
If the Caster’s roll is higher, the target suffers a number of
Direct
<7+> <24″> hits equal to the difference between their respective rolls.
Hex Instant
{10+} {18″} These hits wound automatically with Armour Penetration
{Focused
10 and Magical Attacks.
Missile}

Contents PoM 13 Special Items


Witchcraft
Casting Value Range Type Duration Effect

If this spell targets a friendly unit, the target gains +1″


Advance Rate and +2″ March Rate.
If this spell targets an enemy unit, the target suffers −1″
A Evil Eye Advance Rate and −2″ March Rate, to a minimum of 3″ and
24″ Universal One Turn
6″ respectively.
A unit cannot be affected by this spell more than twice in
the same Magic Phase.

The target may perform an <8″> {12″} Magical Move and


1 Raven’s Wing gains Fly and Light Troops until the end of the Player Turn.
<7+> In addition, the target loses Scoring until the start of the
18″ Augment Instant
{9+} next friendly Magic Phase.

2 Deceptive Glamour The target suffers <−1> {−2} Offensive Skill, <−1> {−2}
<5+>
24″ Hex One Turn Defensive Skill, and <−1> {−2} Agility.
{8+}

3 Twisted Effigy The target cannot use Shooting Attacks {and suffers a −2
<6+>
36″ Hex One Turn modifier to its casting rolls}.
{8+}

Natural <to-hit> {to-wound} rolls of:


4 The Wheel Turns • ’1’, ’2’, and ’3’ with Melee Attacks against the target are
<6+> always considered failed.
18″ Universal One Turn
{8+} • ’4’, ’5’, and ’6’ with Melee Attacks against the target are
always considered successful.
Choose which effect to apply when casting the spell:
5 Will-o’-the-Wisp • The target gains Random Movement (2D6″)
8+ 18″ Universal One Turn
• The target gains Random Movement (3D6″)

6 Bewitching Glare
Melee {and Shooting} Attacks against the target must
<8+>
18″ Hex One Turn reroll failed to-wound rolls.
{12+}

Contents PoM 14 Special Items


Special Items • Attacks made with an enchanted weapon become
Magical Attacks.
When building their armies, players have the option to
individually upgrade the mundane equipment of cer- Armour Enchantments
tain models, usually Characters and Standard Bearers,
by buying Special Items for these models. Some Special Armour Enchantments are upgrades to Armour Equip-
Items are shared by most armies of T9A (see the list ment. The upgraded mundane armour is referred to as
of Common Special Items below), while army-specific enchanted armour and follows the rules for both the
Special Items can be found in the corresponding Army original Armour Equipment and the Armour Enchant-
Books. In case of Multipart Models, these upgrades can ment. The following rules apply to Armour Enchant-
only be bought for the model part with a Special Item ments and enchanted armour:
allowance. • Each piece of armour a model is carrying may be
All Special Items are One of a Kind unless specifically enchanted with a single Armour Enchantment.
stated otherwise. • If the wearer has more than one piece of armour
that could be enchanted, it must be noted on the
Special Item Categories Army List which one has been enchanted. If a
model has no Armour Equipment, it cannot take
All Special Items belong to one of the following cate- Armour Enchantments.
gories:
• Each Armour Enchantment applies to a specific
• Weapon Enchantments piece of armour (e.g. Heavy Armour) or a cate-
• Armour Enchantments gory of armour (e.g. Suits of Armour).

• Banner Enchantments Banner Enchantments


• Artefacts
Banner Enchantments are upgrades to Standard Bear-
Each category of Special Items is subject to the rules ers and Battle Standard Bearers. The upgraded banner
below. is referred to as enchanted banner. Each banner may
normally only have a single Banner Enchantment, ex-
Weapon Enchantments cept for Battle Standard Bearers, who may take up to
two Banner Enchantments.
Weapon Enchantments are upgrades to weapons. The
upgraded mundane weapon is referred to as enchanted Artefacts
weapon and follows all rules for both the original
weapon and the Weapon Enchantment. The following A model may have up to two Artefacts.
rules apply to Weapon Enchantments and enchanted
weapons: Properties of Special Items
• A model may only have a single Weapon Enchant-
ment. Dominant

• If a model has more than one weapon, it must A model may only have a single Dominant Special Item.
be noted on the Army List which weapon has
been enchanted (remember that all models are Who is Affected
equipped with a Hand Weapon).
Special Items may affect different targets:
• Each Weapon Enchantment applies to a specific
• The wielder, wearer, or bearer: these terms mean
weapon (e.g. a Great Weapon) or a category of
the same thing for rules purposes and refer to
weapons (e.g. Close Combat Weapons). Note that
the model part the Special Item was bought for
Shooting Weapons that count as a Close Combat
(and don’t affect its mount).
Weapon in close combat (such as a Brace of Pis-
tols from the Empire of Sonnstahl Army Book) • Models, the wearer’s model, or the bearer’s
cannot normally be Enchanted with a Close Com- model: these terms refer to all model parts of
bat Weapon enchantment. the models, including their mounts (note that
these terms override the Massive Bulk rules).
• A model armed with an enchanted Close Combat
Weapon (including a Hand Weapon) must use it • Units, the wearer’s unit, or the bearer’s unit:
when performing Close Combat Attacks if able to this type of Special Item affects all model parts
do so. in the target unit or in the same unit as the
wearer/bearer of the Special Item (including
• A model armed with an enchanted Shooting
mounts and the wearer/bearer itself).
Weapon must use it when performing a Shooting
Attack if able to do so.

Contents PoM 15 Special Items


List of Common Special Items Armour Enchantments
The Special Items listed below are considered Common Death Cheater 90 pts
Special Items and are available to all models and units Enchantment: Suit of Armour.
who have the option to buy Special Items from the cor- The wearer gains +1 Armour and Fortitude (4+).
responding category. They are often bought in addition
to army-specific Special Items. Destiny’s Call 70 pts
Cannot be taken by Large Constructs or models with
Weapon Enchantments Towering Presence.
Enchantment: Suit of Armour.
Hero’s Heart 50 pts The wearer gains Aegis (4+). In addition, its Armour
Enchantment: Hand Weapon and Paired Weapons. is set to 3 and can never be improved beyond this.
The wielder gains +1 Attack Value while using this
weapon. Attacks made with this weapon always have
Dusk Forged 55 pts
at least Strength 5 and at least Armour Penetration
Enchantment: Shield.
2.
The bearer may choose to reroll its failed Armour
Saves while using this Shield. If the reroll from Dusk
King Slayer 50 pts Forged is failed, the bearer automatically fails any
Enchantment: Close Combat Weapon. Special Save against that wound.
The wielder gains +X Attack Value while using this
weapon, and attacks made with this weapon gain
Essence of Mithril 50 pts
+X Strength and +X Armour Penetration, where X is
Cannot be taken by Large Constructs or models with
equal to the number of enemy Characters in base con-
Towering Presence.
tact with the wielder’s unit. This bonus is calculated
Enchantment: Suit of Armour.
at the Initiative Step when the attacks are made.
The wearer’s Armour is set to 5 and can never be
improved beyond this.
Touch of Greatness 45 pts
Enchantment: Close Combat Weapon.
Basalt Infusion 40 pts
Attacks made with this weapon gain +1 Strength and
Enchantment: Suit of Armour.
+1 Armour Penetration. Strength modifiers from this
The wearer gains +1 Armour and Aegis (3+, against
weapon (combining both mundane and Weapon En-
Flaming Attacks). The wearer automatically fails all
chantment modifiers) cannot exceed +2 (but can ex-
Fortitude Saves.
ceed +2 through modifiers from other sources, such
as spells).
Ghostly Guard 30 pts
Enchantment: Heavy Armour and Plate Armour.
Eldritch Inscriptions 40 pts
The wearer gains +2 Armour against non-Magical
Enchantment: Close Combat Weapon.
Attacks.
Failed to-wound rolls from attacks made with this
weapon must be rerolled.
Alchemist’s Alloy 15 pts
Enchantment: Suit of Armour.
Shield Breaker 35 pts
The wearer gains +1 Armour and suffers −2 Offensive
Enchantment: Close Combat Weapon.
Skill.
Attacks made with this weapon gain +6 Armour Pen-
etration, and can never wound on natural to-wound
rolls of ‘1’ and ‘2’. Willow’s Ward 15 pts
Models on foot only.
Enchantment: Shield.
Cleansing Light 25 pts
While using this Shield, the bearer cannot use Parry,
Enchantment: Close Combat Weapon.
gains +1 Armour, and Impact Hits distributed onto
At the start of each Round of Combat, the wielder
the bearer suffer −2 Armour Penetration.
may choose to have attacks made with this weapon
become Divine Attacks and Flaming Attacks. The
effects last until the end of the Round of Combat.

Supernatural Dexterity 20 pts


Enchantment: Close Combat Weapon.
The wielder gains +2 Offensive Skill and +2 Agility
while using this weapon.

Contents PoM 16 Special Items


Banner Enchantments
Banner of Speed 50 pts
0–3 per Army.
A unit with one or more Banners of Speed gains +1″
Advance Rate and +2″ March Rate.

Banner of the Relentless Company 40 pts


0–3 per Army.
One use only. May be activated during the owner’s
Movement Phase. All Infantry models in the bearer’s
unit always have March Rate 15″ with the following
restrictions:
• Characters cannot voluntarily leave the bearer’s
unit.
• The bearer’s unit cannot perform any Shooting
Attacks.
• Only a single Banner of the Relentless Company
may be activated during the same phase.
The effects last until the end of the Player Turn.

Flaming Standard 40 pts


0–3 per Army.
One use only. May be activated at the start of a Round
of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated
when Engaged in Combat, the effect lasts until the
bearer’s unit is no longer Engaged in Combat. If ac-
tivated before shooting with the bearer’s unit, the
effect lasts until the end of the phase.

Stalker’s Standard 35 pts


0–3 per Army.
The bearer’s unit gains Strider.

Banner of Discipline 25 pts


0–3 per Army.
The bearer’s unit may reroll failed Panic Tests. If the
Battle Standard Bearer or the General is part of the
bearer’s unit, it automatically passes Panic Tests in-
stead.

Aether Icon 10 pts


0–3 per Army.
The bearer gains Magic Resistance (1). If the unit
contains other instances of Magic Resistance, it in-
creases those Magic Resistance values by 1 instead.

Legion Standard 10 pts


0–3 per Army.
A unit with one Legion Standard increases its maxi-
mum Rank Bonus by 1 (normally this means the unit
can add up to 4 Full Ranks to its Combat Score). A
unit with two or more Legion Standards increases its
maximum Rank Bonus by 2 instead.

Contents PoM 17 Special Items


Artefacts List instead of one (from the ones normally available
to it). During Spell Selection, choose which one of the
Binding Scroll 65 pts two Paths to use. The bearer cannot select from the
0–2 per Army. Learned Spells 5 and 6 of its chosen Path.
One use only. May be activated after Siphon the Veil
(at the end of step 3 of the Magic Phase Sequence).
Rod of Battle 35 pts
When activated, pick an enemy model and select one
The bearer can cast a Bound Spell, Power Level (4/8):
of its Attribute, Bound, or Learned Spells. The se-
Type: Augment. Range 18″. Duration: One Turn.
lected model cannot cast the chosen instance of the
The target gains +1 to hit with its Close Combat At-
spell during this Magic Phase. Only a single Binding
tacks.
Scroll may be activated during the same phase.

Crown of Autocracy 30 pts


Book of Arcane Mastery 50 pts
Cannot be taken by models with Not a Leader.
Dominant. Wizard Apprentices and Adepts only.
The model gains Commanding Presence (3″, max.
The bearer knows one additional Learned Spell that
3″). If the model has another instance of Command-
it selects from the Learned Spells 1, 2, 3, and 4 of its
ing Presence, it gains Commanding Presence (+3″,
chosen Path. In addition, the bearer cannot cast the
max. 18″) instead.
Hereditary Spell.

Obsidian Rock 30 pts


Magical Heirloom 50 pts
The bearer gains Magic Resistance (2).
Dominant. Wizards only.
The bearer gains the Hereditary Spell during Spell
Selection, always knows it in addition to its other Ranger’s Boots 30 pts
spells, cannot select it during Spell Selection, and Standard Height Infantry models on foot only.
cannot replace or otherwise lose it. The bearer gains Strider and, unless using Flying
Movement, +2″ Advance Rate up to a maximum of
10″, and +4″ March Rate up to a maximum of 20″.
Talisman of Shielding 50 pts
The bearer gains Aegis (5+).
Dragonfire Gem 20 pts
The bearer gains Aegis (3+, against Flaming At-
Talisman of the Void 50 pts
tacks). The bearer automatically fails all Fortitude
The bearer gains Channel (1).
Saves.
Crystal Ball 45 pts
Dragon Staff 20 pts
Dominant.
The bearer gains Breath Attack (Str 3, AP 0, Flaming
The first Dispelling Attempt in each enemy Magic
Attacks).
Phase gains a +2 Dispelling Modifier, provided the
bearer is on the Battlefield. When using a single
Magic Dice for this Dispelling Attempt, a natural roll Lightning Vambraces 20 pts
of ‘1’ or ‘2’ on the Magic Dice is always a failed Dis- The bearer can cast Hand of Heaven (Thaumaturgy)
pelling Attempt, regardless of any modifiers. as a Bound Spell with Power Level (4/8).

Crown of the Wizard King 40 pts Potion of Swiftness 20 pts


Cannot be taken by Wizards. One use only. May be activated at the start of any
During Spell Selection, randomise a Magic Path (from Round of Combat. Until the end of the Player Turn,
all Paths in this book). The bearer is a Wizard Ap- the bearer gains +3 Agility.
prentice using the randomised Path. It cannot select
the Hereditary Spell. The bearer cannot take any Spe- Lucky Charm 10 pts
cial Items nor any other upgrades that are restricted One use only. May be activated when the bearer’s
to Wizards (or any types of Wizards). model fails an Armour Save. This failed Armour Save
may be rerolled.
Sceptre of Power 40 pts
One use only. A Wizard with this Artefact may add Potion of Strength 10 pts
a single Magic Dice from its Magic Dice pool to one Cannot be taken by models with Towering Presence.
of its casting rolls or dispelling rolls, after seeing the One use only. May be activated at the start of any
casting or dispelling roll (note that casting rolls can- Round of Combat. Until the end of the Player Turn,
not exceed the limit of max 5 Magic Dice). the bearer gains Crush Attack.

Essence of a Free Mind 35 pts


Wizards only.
The bearer may choose up to two Paths on the Army

Contents PoM 18 Special Items

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